| Commit message (Collapse) | Author | Age | Files | Lines |
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to match set command
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Can currently only set adaptive true|false, where adaptive = false
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Will only have any affect under Windows or mono with a patch such as https://gist.github.com/justincc/31e52218d098529b4696 (not recommended) applied.
For assessment purposes.
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a client's throttle (currently just whether adaptive is enabled).
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<avatar-last-name>" to control extra throttle related debug logging.
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before it's put on the wire.
Unlike "debug lludp packet" which logs at the point where OpenSim first asks the clientstack to send a certain outgoing packet, this logs immediately before the actual send.
For low-level debugging purposes.
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have shown that this has better scalability.
For testing, previous behaviour can be restored with the console command "debug lludp oqre stop" at runtime.
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rather than a persistent thread with sleep.
This is to see if an inaccuracy in sleep times under load is responsible for increase in frame times even when there is spare time still available.
Can currently only be activated by setting "debug scene set update-on-timer true".
Can be switched between timer and thread with sleep updates whilst the scene is running.
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inbound packets.
For test/debug purposes.
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debug/test purposes.
This drops all outbound packets that match a given packet name.
Can currently only be applied to all connections in a scene.
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Only present if OQRE is enabled
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on a controlled number of threads rather than the threadpool.
Disabled by default. Currently can only be enabled with console "debug lludp oqre start" command, though this can be started and stopped whilst simulator is running.
When a connection requires packet queue refill processing (used to populate queues with entity updates, entity prop updates and image queue updates), this is done via Threadpool requests.
However, with a very high number of connections (e.g. 100 root + 300 child) a very large number of simultaneous requests may be causing performance issues.
This commit adds an experimental engine for processing these requests from a queue with a persistent thread instead.
Unlike inbound processing, there are no network requests in this processing that might hold the thread up for a long time.
Early implementation - currently only one thread which may (or may not) get overloaded with requests. Added for testing purposes.
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protected so that other logging code in the clientstack can record more useful information
Adds some commented out logging for use again in the future.
No functional change.
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closed on teleport, don't unnecessarily resend all avatar and object data about that region.
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neighbour) don't resend all the initial avatar and object data again.
This is unnecessary since it has been received (and data continues to be received) in the existing child connection.
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actually meant to get an ack (because it's reliable).
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main assets server. Also, some cleanup.
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is being throttled due to past poor performance.
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for both current and future clients
The existing "--default" option only changes the logging level for future clients.
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thanks Ai Austin for pointing this out.
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ice-cream Sunday: the packet itself was hardcoding the size of the region...
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draw distance optimization is enabled. Makes terrain editting a lot
snappier.
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assets associated with foreign users were being missed.
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Folder Type 8. (Previously we had used Folder Type -1 in one place, and LLClientView didn't even bother changing Folder Type 100 to anything else.)
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NPCs would be seen by other viewers.
It appears that at least Singularity 1.8.5 (but probably others) rely on attachment FromItemIDs being different to display more than one.
This commit resolves this by generating random IDs instead of always using UUID.Zero for NPCs.
Resolves http://opensimulator.org/mantis/view.php?id=7110
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group for *all* the avatars in the scene (not permanently)
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objects in the world.
This was originally changed in an attempt to make vehicles work better
but the effect was not that large and it causes avatars to float
above the terrain.
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packet type
Resolves http://opensimulator.org/mantis/view.php?id=6945
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the viewer adds a space at the end, which causes searches to fail.
Resolves http://opensimulator.org/mantis/view.php?id=6935
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Module to follow.
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Thanks Garmin.
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udp texture throttle and move it to the task throttle. Since most
viewers are using http textures, the udp texture throttle is holding
onto bw that could be used for more responsive prims updates. See
the documentation for CannibalizeTextureRate in OpenSimDefaults.ini.
Option is disabled by default.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/SceneBase.cs
OpenSim/Services/Interfaces/IGridService.cs
OpenSim/Services/LLLoginService/LLLoginResponse.cs
(conflicts were debug statements that are commented out in master branch)
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instead of zeroing it to resolve mouselook camera problems
Addresses http://opensimulator.org/mantis/view.php?id=6892
Thanks to tglion for this spot.
This resolves a recent regression from 17b32b764acd815400d9eb903aaec6dcebd60ac7
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Add new region crossing code to varregion
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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- Parts of region crossing code
- New bakes handling code
- Bakes now sent from sim to sim without central storage
- Appearance handling changes
- Some changes to sitting
- A number of unrelated fixes and improvements
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Rename 'RegionWorldLocX' to 'WorldLocX' and same for Y and Z.
This keeps the downward compatibility and follows the scheme of 'region'
and 'world' location naming that is happening in the Util module.
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x/y rot before sending agent updates, instead of before any agent update processing
It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook.
Doing this in the terse send so that we preserve mouselook rotation information
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Vector3.Zero
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